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(+1)

Cool! I was initially a bit confused why all levels were unlocked from the start, but I felt the mechanics were simple enough to understand and the levels were all about the same level of difficulty, so it made sense by the end. I didn't really like the arrows popping into view when my freeze ability was available, I think a more subtle change in the character's design would've been better there. Also while the quick respawn was appreciated, some short death animation would have been nice to give the player a short breather. Other than those though, this was well done! :D

Metagame cog 112/126

Congratulations on all those metagame cogs!

Admittedly, the level unlock thing was mostly me being lazy. The menu code was reused from a previous jam, and since the game I made for that was pretty hard, I decided to leave all the levels unlocked in case someone wanted to skip a level. Fast forward to this jam, and I ran out of time to add the level locking so the system remained.

As for the arrow thing, I just realized that you're the first person to have mentioned it so far. I added it initially because I figured the rule where you could only rotate on the ground would be a little counterintuitive, so people would want some kind of visual indicator. But then I made the tutorial, and I explained said rule while simultaneously forgetting to talk about the arrows, so in retrospect, I'm not sure why I left them in. Hopefully they weren't too annoying for anyone else...